Bulwark/Pop value/Shield hit effects patch
Jul 31, 2008 Patch 4 commentsBasically this is a minor patch that does three major things: One-Changes a lot of things about the Bulwark (it was causing exception errors). Two-Changes...
This mod adds many new units to all sides, makes the Black Sun Pirates playable, enhances some space units, unlocks a few space units, and generally makes a wider gaming experience.
0 comments by Loganw1 on Jul 31st, 2008 digg this super bookmark
One major change is that I have added new shield hit effects for shields being hit by green and red lasers, but something even more important is that the Bulwark coding has been heavily redone even to the point of using a new model, it should no longer cause exception errors. The Nebulon now has a slightly better model that has an extra bone which makes targeting its tractor beam emitter much easier. I reduced the pop value of SSDs from 15 to 6 and, in the case of the Executor, 7. The pop value of the Bulwark is now 5. SSDs and other very large ships now have build limits, so you can't build a lot of them. I removed the Mon Calamari Mediator cruiser as it is way too un-canon for it to exist pre-Alderaan destruction. Several fighters have new speeds. Bulwark hardpoints and Rebel Interdictor hardpoints have been made more accurate.
Basically this is a minor patch that does three major things: One-Changes a lot of things about the Bulwark (it was causing exception errors). Two-Changes...
This release is a significant improvement in the area of skirmish gameplay while playing as pirates, but it also has the rescaling and canonization of...
Not a complete release, much balancing and scaling is unfinished. Mon Cal now has a hangar, Nebulon-B hangar is on the other side, Imperial dreadnought...
I've replaced some of the models with better looking ones, I've also added three new ugly fighters (X-ceptor, Y-TIE, and Death Seed), and the TIE Hunter....
Allows building of TIE Advanced Squadrons, TIE Droids now build-able (previously were in mod, but not build-able), XJ X-wings added, many things improved....
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Yeah, I'm showing up black sun pirates, galactic republic and confederation in faction selection. i think it might be a bug. But still i'm unable to play the pirates faction in skirmish, think you can figure out why. also, can you figure out the vanished bulwark problem. meanwhile i think i'll reinstall empire at war, to see if the mod runs without forces of corruption installed, thanks anyway.
hey, i just started on this mod for the past week. the prob is that i don't get to play on any of the three new sides in skirmish mode, the error says that there must be atleast one player on each side (it plays fine with rebellion and empire though). any help on this matter will be appreciated. also i get another space station lvl 5 upgrade after ive already done the lvl 5 upgrade, dont know if its a bug or something else. one other thing is that i don't have the bulwark available in skirmish or GC mode (after applying the bulwark patch over v1.5). again any help on any of these probs will be much appreciated.
Wait, THREE new factions, only the pirate additional faction is currently supported in my mod. The additional level 5 was intended to be a level 6, but I gave up on the idea because it is pretty useless. I'll upload the latest version of the mod soon (includes canonical star destroyer fighter spawning, correct identification of TIE Heavy Bomber as not being TIE Interdictor, and more).
i have a problem, it drops out of the game and makes a error message some time when i am about to start a battle or click on auto-resolve
Did you dumb down the AI? I dl'ed and installed the 1.5 version of the mod as instructed, along with the new bulwark/shield/popcap patch, and went to play a skirmish battle, and my enemies just sat there like a drunk Hutt. They didn't even so much as build anything. What gives?
For some reason the Empire AI hasn't been working in a long time, Rebel AI works very well though, and I've even seen some pirate AI working, just no Empire AI. I think it may be possible that EaW only allows for two sides to have AI, so Pirates having AI may be causing the Empire to have no AI. I'm about to do a test of that and if it turns out that only two sides can have AI, I will fix the problem in GC maps.
Ok I got the mod but Wheres the mod folder its not in Game Data
Create a folder called Mods in GameData
will this mod be made for foc?
Probably not even once I get foc.